Hunter's Hand
Steam News 30 April 202621d ago

Crimson Bloom - Major Update is LIVE

The Crimson Bloom Update is now live for Hunter's Hand! If you've been waiting to try the game, now's a good time to jump in. What's new: The Martyr subclass - Built entirely around sacrifice. Spend HP to deal damage. B…

Update log

Full Hunter's Hand update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

1 fix12 additions13 changes2 removals
  • Balance
  • Gameplay
  • UI and audio
  • Performance
  • Events
  • Maps
changedWhat's new:The Martyr subclass - Built entirely around sacrifice. Spend HP to deal damage. Break yourself to break the run. High risk, devastating ceiling.
addedWhat's new:20 new cards - Including Sacrificial Icon and Grim Resolve, designed around the Martyr's playstyle but usable across classes.
addedWhat's new:The Desert - A new biome previewed in this update, arriving in full at release. Arid, hostile, full of things that want you dead.
changedWhat's new:UI improvements - Several QoL changes based on your feedback. The game should feel much cleaner and faster to navigate.
addedWhat's new:This update represents a new chapter for Hunter's Hand. The Martyr changes how you think about taking damage, every hit becomes a resource, every wound a choice. Combined with the Desert's hazards, runs will feel different in a way I couldn't fully test until I was actually playing it.
addedChanges:AnimationComponent reworked — increased functionality and re-added to all relevant scenes; no longer shifts position when hovering a parent control node

The Crimson Bloom Update is now live for Hunter's Hand!

If you've been waiting to try the game, now's a good time to jump in.

What's new:

  • CosmeticThe Martyr subclassBuilt entirely around sacrifice. Spend HP to deal damage. Break yourself to break the run. High risk, devastating ceiling.
  • Cosmetic20 new cardsIncluding Sacrificial Icon and Grim Resolve, designed around the Martyr's playstyle but usable across classes.
  • CosmeticThe DesertA new biome previewed in this update, arriving in full at release. Arid, hostile, full of things that want you dead.
  • CosmeticUI improvementsSeveral QoL changes based on your feedback. The game should feel much cleaner and faster to navigate.

This update represents a new chapter for Hunter's Hand. The Martyr changes how you think about taking damage, every hit becomes a resource, every wound a choice. Combined with the Desert's hazards, runs will feel different in a way I couldn't fully test until I was actually playing it.

Thank you to everyone who's been following the game, leaving reviews, and sending feedback. You're the reason the demo is still getting updates.

Full patch notes:

Changes:

  • AnimationComponent reworked — increased functionality and re-added to all relevant scenes; no longer shifts position when hovering a parent control node

  • Tidied up UI across all scenes

  • Run stats moved to bottom left and opacity increased — were getting hidden behind enemy cards

  • Character select screen — updated visuals

  • Main menu — now hides Continue and Abandon Run buttons if no previous run is saved; new still image background with custom motion shader; wind trails, fog, and rain VFX; Hunter's Hand logo replaces plain text title; all UI elements resized and rearranged for better visual hierarchy

  • Combat pop-ups now flip horizontal direction correctly when shown in the enemy scene

  • Refactored combat pop-ups from 5 separate scripts into 1 reusable script; handles damage, block, bleed, poison, regen, guard break, status applied, and drain — can be reused between player and enemy

  • Battle bottom bar lowered to show more of the battle scene; UI elements made smaller (mana now displayed as a small sphere); mana, HP, and armour visuals improved

  • Player hand now lowers while disabled (end of turn) and raises again on the next turn

  • StatusUI now smaller, and now grows and shrinks when activated in addition to flashing

  • Battle background moved to its own reusable scene; eclipse filter also handles its own script

  • Battle start pop-up animation updated

  • Added SFX to player hurt and death animations

  • Battle over panel removed from battle end flow — now emits directly to battle rewards (skips an unnecessary click); battle music stops and transitions to ambient biome music

  • Battle rewards now auto-closes when the last reward is taken

  • Card rewards now hides the reward list while a card tooltip is open, then restores it when the tooltip closes; reward tooltip visuals updated

  • Map background moved to a canvas layer so it scrolls correctly with the map

  • Map background images now transition between biomes; added visual gap between forest and desert biome

  • Map generator upgraded to improve path connections and prune dead-end paths

  • Added camera handle for guardian scroll lock and buffer in inspector; map now auto-ignores guardian camera lock in demo version; room type renamed from BOSS to GUARDIAN for clarity

  • Event locations — fixed background position and UI placement; added VFX particles

  • Added Martyr subclass with all cards and class trainer entry

  • Added Quicksand Elemental enemy with animations

  • Added new Desert biome background, eclipse variant, and map background images (dunes, bones, pyramids)

  • Added new

Source

Steam News / 30 April 2026

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